When a subdivided mesh gets its positions changed (e.g. because we're moving the timeline in the DCC), if there was any per-vertex user data we can get errors.
This is an Arnold core issue, but in the meantime we can work around it in the render delegate code. We could make it so that, as soon as we update a mesh positions, we also update the primvars if the mesh has subdivision
When a subdivided mesh gets its positions changed (e.g. because we're moving the timeline in the DCC), if there was any per-vertex user data we can get errors.
This is an Arnold core issue, but in the meantime we can work around it in the render delegate code. We could make it so that, as soon as we update a mesh positions, we also update the primvars if the mesh has subdivision